Notes: Hazama is a fictional champion concept, based off of the BlazBlue character Hazama. This page is a work in progress, and not the final version of the champion.

Abilities

Endless Despair

When Hazama deals damage from a skill to an enemy champion, a 425 radius circle appears around Hazama's location for 3 seconds. During this time, all enemy champions in the circle have their movement speed reduced by 5%, and all allied champions have their movement speed increased by 5%. Allied champions gain 10% additional Lifesteal and Spellvamp while in the circle.

Ouroboros

RANGE: 700

COST: 80 / 85 / 90 / 95 / 100 mana

COOLDOWN: 13 / 12.5 / 12 / 11.5 / 11

Active: Hazama throws a snake chain out in range 700. If it collides with an enemy or allied minion, monster, champion, or terrain, Hazama drags himself through the air to the other end of the chain. If it is an enemy, Hazama deals magic damage to them when the chain connects.

Magic damage: 55 / 90 / 125 / 160 / 195 (+ 70% AP)

Rising Fang

RANGE: 300

COST: 90 mana

COOLDOWN: 13

Active: Hazama moves 15% slower for 1.0 seconds. During this period, Hazama gains 15 additional magic resistance. At the end of the duration, Hazama flips into the air, dealing magic damage in a 300 range circle around himself. 20 / 22.5 / 25 / 27.5 / 30% of the magic damage Hazama takes during the duration is added to the damage of Rising Fang. If the skill is executed a second time in the 1.0 seconds, Hazama executes the flip early.
The flip leaves Hazama airborne and untargetable for 0.75 seconds.

Active: On activation, Hazama swings both of his knives at the target enemy, dealing magic damage and recovering 5 mana with each hit. The attack can be triggered up to 5 times total before going on cooldown. If the fifth hit lands, Hazama gains 15% increased movement speed and 15% CC reduction for 1 second. Each successful hit reduces the cooldown of Ouroboros by 1 second. The first and fifth hit apply on hit effects.

Hazama has a total of 3 seconds to execute the four follow-up hits. Hazama does not need to hit the same target 5 times, and instead could hit several different
targets individually so long as they are within his range.

Serpent’s Infernal Rapture

RANGE: 350

COST: 150 mana

COOLDOWN: 100 / 90 / 80

Passive: Hazama's basic attacks inflict Grievous Wounds on enemy champions for 5 seconds. This effect cannot occur on the same target more than once every 10 seconds.

Active: Hazama breaks free of any current crowd control effects, then kicks his way through to the target, doing high magic damage and knocking the target airborne for 2.0 seconds. They are untargetable while in the air, and they are stunned for an additional 0.5 seconds upon hitting the ground.

Upon use of Serpent's Infernal Rapture, the current cooldowns of Ouroboros, Rising Fang, and Hungry Coils are all lowered by 6 seconds.

Magic damage : 160 / 280 / 400 (+ 70% AP)(+ 30% Bonus AD)

Strategy

Hazama's kit is mostly based around the idea of a counter to low mobility and high burst AP mids. His primary abilities consist of mobility, burst, an anti-CC ultimate, and situational damage mitigation combined with the potential to retaliate with a significant amount of the enemy's burst that was inflicted on you. The last two parts are what makes Hazama so solid against magic damage champions, and conversely, somewhat weak against AD assassins with strong pre-6 damage. He has cooldown reduction potential from Serpent's Infernal Rapture, but you don't get all that much utility out of that part of the ability if you use it as an escape from crowd control as an opening move. Futhermore, the range on Serpent's Infernal Rapture is quite small, so many AP mids will be able to zone you with some form of CC outside of its active range. Hungry Coils also suffers from fairly short range. This puts a large emphasis on using Ouroboros correctly for placement, initiates, and escapes. This is part of why it has a moderate cooldown that doesn't get lower with levels, but good range and scaling. To get a second use of Ouroboros in a fight, you will need to correctly utilize the effects of Hungry Coils and Serpent's Infernal Rapture.

Generally, your combo is to initiate with your Q, then use the E to refresh part of the cooldown of the Q. You can also use your E in lane to gain a negligible amount of mana back and make CS a bit easier, but the lack of CD refresh means that it is more designed for bursting champions. The W, Rising Fang, is the tricky bit that makes or breaks good Hazama players. You'll want to use it either to tank burst and then reflect some of it, or to avoid skillshot based crowd control at the cost of less overall damage from the skill.

Once your Serpent's Infernal Rapture is up, you have a bit more presence due to a combination of anti CC and more cooldown reduction potential, but the lack of range means you can't just walk an AP mid out of lane at level 6. You simply don't have the range on the skill to get past a strong CC champion like Ryze or Ahri. Instead, you'll need to carefully position inside of their range with Ouroboros before going in for the kill.